anyway.



thread: 2011-02-21 : Into the Unknown?

On 2011-03-24, Vincent wrote:

Thanks, Alex!

David, I think you could. I think that at some point you're going to come up against this thing where you're trying to design two isolated-but-coactive games, though.

I can tell you how I'd design to that insight, if you want.

Let me tell you something! Over the years, I've lost three games, and watched my friends lose more games than three, and played innumerable miserable playtest sessions, because of one distinct rpg design phenomenon. It's where a designer commits to a goal or set of goals for a game, and commits to a technical approach or set of technical constraints for the same game, and they don't work together, and the designer can't manage to drop either to move forward with the other. That's what happened to The Dragon Killer, to Making a Tree, to Second Chance Plus Expenses, and I only pray it's not now happening to Storming the Wizard's Tower. Those are just my own games; I could easily name half a dozen others'.



 

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